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2026-07-13 13:33:03 +08:00

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#version 440 core
layout(std430) buffer;
#ifdef INT
layout(set=0, binding=0) writeonly uniform iimage2D uOutput;
layout(set=0, binding=1) uniform constBuffer{
ivec4 value;
ivec4 imageSize;
} uConstant;
#else
layout(set=0, binding=0) writeonly uniform image2D uOutput;
layout(set=0, binding=1) uniform constBuffer{
vec4 value;
ivec4 imageSize;
} uConstant;
#endif
layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
void main()
{
ivec3 posTmp = ivec3(gl_GlobalInvocationID);
if (posTmp.x < uConstant.imageSize.w)
{
int offset = posTmp.x;
int imageX = offset % uConstant.imageSize.x;
int imageY = offset / uConstant.imageSize.x;
imageStore(uOutput, ivec2(imageX, imageY), uConstant.value);
}
}